-Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible

-Fixed referencing of world_transform in fragment shader not working
-Fixed unsycn bug related to getting shader param list from the server
-Fixed getting all textures from shader properly, fixes #8353
This commit is contained in:
Juan Linietsky 2017-06-17 11:03:48 -03:00
parent 9757fc354c
commit 2da3f48e5a
5 changed files with 12 additions and 6 deletions

View file

@ -1556,7 +1556,11 @@ void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List<PropertyIn
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
order[E->get().order] = E->key();
if (E->get().texture_order >= 0) {
order[E->get().texture_order + 100000] = E->key();
} else {
order[E->get().order] = E->key();
}
}
for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {

View file

@ -368,6 +368,8 @@ VERTEX_SHADER_CODE
*/
uniform highp mat4 world_transform;
#define M_PI 3.14159265359
/* Varyings */